Bit of a long intro so feel free to skip down if you wish 
EDIT 2022.Aug - general tweaks and suggestions from others.
Intro
So there was a bit of a discussion on Fri in discord about legendary quest difficulty for average skilled players, and how some quests have early attacks that can be very hard for more average players to be ready for, or to get good enough to really deal with it even after many attempts. I was going to make a longer post on arguments for moving some early attacks into optional triggers, but I think that point got across, not necessarily agreed with but was understood. One solid point that players were making was that if people have trouble they can just use consumables. Which is correct, but the consumables available aren't really the best suited to the task, so I decided to think about what might be better options and give some suggestions.
Problem with existing consumables in Legendary quests
Existing consumables are either too weak, all the units get smashed by Legendary quest units, or too strong. The main consumable to use if you need to beat a Legendary quest are Labour of the Empire (age 1 - summons 12 villagers), Resource of the Empire (age 3-gain 5000 of each resource), Priest of the Empire (super converting priests) each of those really change a quest from 'I'm struggling and need a bit of help' to 'I've too much help, the consumable is winning the quest for me'. It would be nice to get more appropriate help, to make quests still fun but take sting out of problems that players might be struggling with.
Goal of new consumables:
Consumable Outlines
So consumables below are based as solution to scenarios, what would a player want to do if they were able/faster. Note for units summoned, they benefit from Armory upgrades, milestones and Advisors (note that for advisors that name specific units those generally don't work as the names don't match exactly). So the stats are without those upgrades added, so the units are not stronger than the players own units.
The summon units correspond to 15pop, as that's a solid number of bodies on the field to put against enemy unit attack, but not enough to change quest, all are hard counters to specific threats and are basically what players would build themselves if they were fast enough etc.
Attacked by Infantry:
- 15 Gladiator Long Swordsman (based on celt long swordsman as inf anti-inf)
- 15 Gladiator Bowman (based on Babylonian Bowman as ranged anti-inf)
Attacked by Ranged
- 15 Gladiator Slinger (based on Egyptian Slinger as ranged anti-ranged)
- 7 Gladiator Sarris (based on Greek Sarris as cav anti-ranged)
Attacked by Cav
- 15 Gladiator Spearman (based on Roman Spearman as inf anti-cav)
- 7 Gladiator Horseman (based on Norse Horseman as cav anti-cav)
Attacked by Ships
- 5 Gladiator Fireship (based on any fireship)
Attacked by Siege
- Covered by Gladiator Horseman
Attacked by Everything
- 15 Gladiator Sparabara as tanky units
Alternative Unit Options
A point made on discord, thanks FieryNot, is that having so many count options is a lot of consumables for users to choose between in fast action of game, and might not work well if enemy sends a mix of units or quickly changing waves. So here is a simpler set of combinations
Gladiator Ranged Mix (21 pop)
- 7 Gladiator Bowman (based on Babylonian Bowman as ranged anti-inf)
- 7 Gladiator Slinger (based on Egyptian Slinger as ranged anti-ranged)
- 7 Gladiator Mounted Archers (based on Persian Mounted Archer as ranged anti-cav)
Gladiator Melee Mix (uses X pop)
-TO DO
Gladiator Attack Mix (uses X pop)
-TO DO
Economy Help Consumables
Cost, Cooldowns, Recipe Sources
100 epic material (5-10c per material typically) = 500-1000c
1 special npc store coin sink material (Barrel of Salt) (1000c each) = 1000c
Total Cost: 1500c-2000c per consumable
Cooldown - 10min, this is long as should be something to get over a struggle, not a continuous assistance from repeated use. Though maybe I'm wrong on this, cooldown could be 2-3min and let player decide what they want to do with just the cost influencing their decision?
Age 1 - usage requirement for all the summoned units as in Leg quests the enemy is already established and you can have waves of all types straight away, regardless of what age you are in.
Source - These should be shop recipes, maybe new Gladiators recipe shop in Rome! The reason is that these should be available to all players, particularly players that don't play so much and so well that they have a lot of coin. The recipes should not require 200-500k coin to buy in market, also adding lots of new Leg recipes to the drop list would dilute that drop chance a lot too. Therefore my suggestion is a new recipe shop in Rome with all these recipes for sale for say 25k a recipe, that would also drain 275k coin from each player that gets them all. Casual players can save up for them, slowly collect them, and using their own materials can build the consumables themselves. The market for these consumables is not the very top players and the recipes should not be cornered by those players because they have the most coin.
DETAILS
https://ibb.co/jZ5kpDh
Sheet of existing and these suggested Consumables with unit stats for comparison
https://docs.google.com/spreadsheet...Ao61pzQyDTPILsaH6f_XTx-fXo/edit#gid=391160061
Sheet of existing and these suggested Consumables with costs for comparison
https://docs.google.com/spreadsheet...Ao61pzQyDTPILsaH6f_XTx-fXo/edit#gid=563732147
EDIT 2022.Aug - general tweaks and suggestions from others.
Intro
So there was a bit of a discussion on Fri in discord about legendary quest difficulty for average skilled players, and how some quests have early attacks that can be very hard for more average players to be ready for, or to get good enough to really deal with it even after many attempts. I was going to make a longer post on arguments for moving some early attacks into optional triggers, but I think that point got across, not necessarily agreed with but was understood. One solid point that players were making was that if people have trouble they can just use consumables. Which is correct, but the consumables available aren't really the best suited to the task, so I decided to think about what might be better options and give some suggestions.
Problem with existing consumables in Legendary quests
Existing consumables are either too weak, all the units get smashed by Legendary quest units, or too strong. The main consumable to use if you need to beat a Legendary quest are Labour of the Empire (age 1 - summons 12 villagers), Resource of the Empire (age 3-gain 5000 of each resource), Priest of the Empire (super converting priests) each of those really change a quest from 'I'm struggling and need a bit of help' to 'I've too much help, the consumable is winning the quest for me'. It would be nice to get more appropriate help, to make quests still fun but take sting out of problems that players might be struggling with.
Goal of new consumables:
- Consumables should help player with specific problem (early attack I can't deal with) or a smaller general problem (I'm slow getting my economy up to speed), not be a 'win the game' button.
- Consumable should not be a huge effect in mid-late game, it should blend into the rest of the players progress as the quest continues. Summon units should be similar in stats to units players can make themselves, and should count towards pop cap, so aren't a way to field extra large armies.
- Consumable shouldn't be the first thing players turn to, or make players feel like they should use consumables even if they don't need the help. This basically means it should be a bit expensive/slow, so using it costs a decent portion of the cost of the quest rewards.
Consumable Outlines
So consumables below are based as solution to scenarios, what would a player want to do if they were able/faster. Note for units summoned, they benefit from Armory upgrades, milestones and Advisors (note that for advisors that name specific units those generally don't work as the names don't match exactly). So the stats are without those upgrades added, so the units are not stronger than the players own units.
The summon units correspond to 15pop, as that's a solid number of bodies on the field to put against enemy unit attack, but not enough to change quest, all are hard counters to specific threats and are basically what players would build themselves if they were fast enough etc.
Attacked by Infantry:
- 15 Gladiator Long Swordsman (based on celt long swordsman as inf anti-inf)
- 15 Gladiator Bowman (based on Babylonian Bowman as ranged anti-inf)
Attacked by Ranged
- 15 Gladiator Slinger (based on Egyptian Slinger as ranged anti-ranged)
- 7 Gladiator Sarris (based on Greek Sarris as cav anti-ranged)
Attacked by Cav
- 15 Gladiator Spearman (based on Roman Spearman as inf anti-cav)
- 7 Gladiator Horseman (based on Norse Horseman as cav anti-cav)
Attacked by Ships
- 5 Gladiator Fireship (based on any fireship)
Attacked by Siege
- Covered by Gladiator Horseman
Attacked by Everything
- 15 Gladiator Sparabara as tanky units
Alternative Unit Options
A point made on discord, thanks FieryNot, is that having so many count options is a lot of consumables for users to choose between in fast action of game, and might not work well if enemy sends a mix of units or quickly changing waves. So here is a simpler set of combinations
Gladiator Ranged Mix (21 pop)
- 7 Gladiator Bowman (based on Babylonian Bowman as ranged anti-inf)
- 7 Gladiator Slinger (based on Egyptian Slinger as ranged anti-ranged)
- 7 Gladiator Mounted Archers (based on Persian Mounted Archer as ranged anti-cav)
Gladiator Melee Mix (uses X pop)
-TO DO
Gladiator Attack Mix (uses X pop)
-TO DO
Economy Help Consumables
- Bounty of Rome - Villager gathering rate buff age 1 - Selected targets (in circle area) or maybe just All Villagers (so don't have incentive to do weird thing like get all your villagers into a single spot so you can buff all of them, gain 20-50% increased gathering rate for 60-300 seconds. Thanks to Roman for the idea. NOTE: need to do some maths to figure out reasonable numbers here.
- Labor of the Gladiators - 5 villagers age 1 - effectively similar to the wood gathering elephants but bit more generalised as just villagers
- Resources of the Combatant Gladiators - 300 of each resource age 1 - a more reasonable boost for players than the 5k resources and is age 1 instead of age 3. Original suggestion was 500 resources but feedback on discord was it was too much, so adjusted down.
- Resources of the Elite Gladiators - 750 of each resource age 2 - a more reasonable boost for players than the 5k resources and is age 2 instead of age 3. Original suggestion was 1500 resources but feedback on discord was it was too much, so adjusted down.
Cost, Cooldowns, Recipe Sources
100 epic material (5-10c per material typically) = 500-1000c
1 special npc store coin sink material (Barrel of Salt) (1000c each) = 1000c
Total Cost: 1500c-2000c per consumable
Cooldown - 10min, this is long as should be something to get over a struggle, not a continuous assistance from repeated use. Though maybe I'm wrong on this, cooldown could be 2-3min and let player decide what they want to do with just the cost influencing their decision?
Age 1 - usage requirement for all the summoned units as in Leg quests the enemy is already established and you can have waves of all types straight away, regardless of what age you are in.
Source - These should be shop recipes, maybe new Gladiators recipe shop in Rome! The reason is that these should be available to all players, particularly players that don't play so much and so well that they have a lot of coin. The recipes should not require 200-500k coin to buy in market, also adding lots of new Leg recipes to the drop list would dilute that drop chance a lot too. Therefore my suggestion is a new recipe shop in Rome with all these recipes for sale for say 25k a recipe, that would also drain 275k coin from each player that gets them all. Casual players can save up for them, slowly collect them, and using their own materials can build the consumables themselves. The market for these consumables is not the very top players and the recipes should not be cornered by those players because they have the most coin.
DETAILS
https://ibb.co/jZ5kpDh
Sheet of existing and these suggested Consumables with unit stats for comparison
https://docs.google.com/spreadsheet...Ao61pzQyDTPILsaH6f_XTx-fXo/edit#gid=391160061
Sheet of existing and these suggested Consumables with costs for comparison
https://docs.google.com/spreadsheet...Ao61pzQyDTPILsaH6f_XTx-fXo/edit#gid=563732147
Last edited: